With the release of the Assassin’s Creed movie to DVD, I got thinking about the game series. One thing that immediately jumped to my mind was the maxim “Nothing is True, Everything is Permitted”.
In the movie, it is brought up in the ceremony of becoming an assassin as “Where other men blindly follow the truth, remember, Nothing is True. Where other men are limited by morality or law, remember, Everything is Permitted. We work in the dark to serve the light. We are Assassins.” The saying has been interpreted differently by the various assassins that we see throughout the series, as they can find ways to justify their actions through it in some way or another. One of the best in universe explanations of it was in Revelations in a speech given by Ezio:
“To say that nothing is true, is to realize that the foundations of society are fragile, and that we must be the shepherds of our own civilization. To say that everything is permitted, is to understand that we are the architects of our actions, and that we must live with their consequences, whether glorious or tragic.
The ‘Assassin’s Creed’ is referenced in the games with the key tenets being ‘Don’t Harm Innocents”, “Hide in Plain Sight” and “Never Compromise the Brotherhood”, the rules they must follow while they work to make the world a better place. We see that reflected in the idea of Ezio’s speech, saying that they need to be careful in the way they go about creating the new world with their actions.
Bringing this to the RPG table, my first thoughts upon reviewing this is does this not sound like a Paladin? I know there are going to be some people whose immediate answer is no, and their arguments will be about how in early editions of D&D, they would spell out a Paladin’s code including ‘Never perform an Evil Act’, ‘Respect Legitimate Authority’, ‘Don’t Lie’, ‘Don’t Cheat’, ‘Don’t Use Poison’. Also, alignment issues with being a Paladin is Lawful Good and Assassin classes were generally Evil alignments, so you can’t be a Paladin Assassin.
To rebut those objections, here are my reasons in point form to make them easier to read:
- I would start with the fact that the class system in D&D is about the abilities one has access to, not a statement of guild membership specifically. An example is that you could be a member of the Thieves’ Guild and be a fighter, you just beat people up and take their money rather than picking their pockets for it. So, if a ruffian thug could be a thief with no levels of the Rogue class, then that same fighter could probably join the Assassin’s guild if they could meet the guild requirements.
- As for the Paladin’s code, it has entries like ‘Punish those that harm or threaten innocents’ and the ‘Respecting Legitimate Authority’ with emphasis on the Legitimate, since they are working to build a better future by eliminating those who would stand in the way of their fight for ‘Peace in All Things’ since the Assassins are fighting on behalf of those who do not possess the abilities, resources and knowledge to speak out against those who abuse their power.
- Regarding using poisons and such, assuming the blade of the assassin is just a blade and not treated in any way, then they might only be compromising by ‘Hide in Plain Sight’, but that could be gotten around by the idea they would be guilty of that if they were asked to identify themselves in some way and they did not come forward. Using the original game as an example, if you walk with a bunch of scholars, the guards just assume you are a scholar and leave you be.
So, the assassin is a champion for the downtrodden, working behind the scenes to help rally Law and Order back to its rightful place by eliminating those who would stand in its way. A great comparison to this is the Dark Brotherhood from The Elder Scrolls series, who were Assassins for hire and would kill anyone that they would be called to by those who performed the Black Sacrament. That group of Assassins did have a code they followed, which was basically just ‘Do what you’re told and don’t go against your Guild’, since the Dark Brotherhood did not stand for much more than killing.
Of course, the code of the Paladin is going to be important here as is the actions that the assassin takes in performing their duties, but a skilled Gamemaster should be able to roll with this and give interesting encounters and roleplay opportunities to any player who wants to try stretching themselves in unique ways. Much like the fighter thug as a member of the Thieves Guild or the Paladin Assassin, there could be many such examples of how to put characters in spots where their classes may not seem like they might be up to the task in question. Again, the idea is to make the game interesting and fun for the characters and I hope the sort of thinking past what the name of classes and the stats say they can do and focus on the roleplaying and what they actually do.